/*
 * Copyright (c) 2009 Johnny Mast
 * 
 * Permission is hereby granted, free of charge, to any person
 * obtaining a copy of this software and associated documentation
 * files (the "Software"), to deal in the Software without
 * restriction, including without limitation the rights to use,
 * copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following
 * conditions:
 
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
 * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 * OTHER DEALINGS IN THE SOFTWARE.
 */

#import <Foundation/Foundation.h>
#import "GameEngine.h"
#import "SpriteSheet.h"
#import "Frame.h"

enum {
	kDirection_Forward = 1,
	kDirection_Backwards = -1
};

@class Frame;

@interface Animation : NSObject {
	
	// Frames to be used within this animation
	NSMutableArray *frames;
	// Accumulates the time while a frame is displayed
	float frameTimer;
	// Holds the animation running state
	BOOL running;
	// Repeat the animation
	BOOL repeat;
	// Should the animation ping pong backwards and forwards
	BOOL pingPong;
	// Direction in which the animation is running
	int direction;
	// The current frame of animation
	int currentFrame;
}

@property(nonatomic)BOOL repeat;
@property(nonatomic)BOOL pingPong;
@property(nonatomic)BOOL running;
@property(nonatomic)int currentFrame;
@property(nonatomic)int direction;

- (void)addFrameWithImage:(Image*)image delay:(float)delay;
- (void)update:(float)delta;
- (void)renderAtPoint:(CGPoint)point;
- (Image*)getCurrentFrameImage;
- (GLuint)getAnimationFrameCount;
- (GLuint)getCurrentFrameNumber;
- (Frame*)getFrame:(GLuint)frameNumber;
- (void)flipAnimationVertically:(BOOL)flipVertically horizontally:(BOOL)flipHorizontally;
- (BOOL) isRunning;
@end
